uniform sampler2D src;
uniform sampler2D bloom;
uniform float exposure;
void main()
{
	vec4 color = texture2D(src, gl_TexCoord[0].xy);
	color.xyz += texture2D(bloom, gl_TexCoord[0].xy).xyz * 1.0;
	color.xyz /= exposure;
	
	gl_FragColor = color;
}